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  • Flash/Flex学习笔记(41):碰撞检测

    碰撞检测基本上可能分为二类:对象与对象的碰撞检测、对象与点的碰撞检测

    为了方便测试,先写一个box类(生成一个小矩形)

    package {
    	
    	import flash.display.Sprite;
    	
    	public class Box extends Sprite {
    		
    		private var w:Number;
    		private var h:Number;
    		private var color:uint;
    		public var vx:Number=0;
    		public var vy:Number=0;
    		
    		public function Box(Number=50, height:Number=50, color:uint=0xff0000) {
    			w=width;
    			h=height;
    			this.color=color;
    			init();
    		}
    		
    		public function init():void {
    			graphics.beginFill(color);
    			graphics.drawRect(-w / 2, -h / 2, w, h);
    			graphics.endFill();
    		}
    	}
    }
    

    最基本的对象碰撞检测:hitTestObject

    package {
    
    	import flash.display.Sprite;
    	import flash.events.Event;
    
    	public class Boxes extends Sprite {
    
    		private var box:Box;
    		private var boxes:Array;
    		private var gravity:Number=0.1;
    
    		public function Boxes() {
    			init();
    		}
    
    		private function init():void {
    			boxes = new Array();
    			createBox();
    			addEventListener(Event.ENTER_FRAME, onEnterFrame);
    		}
    
    		private function onEnterFrame(event:Event):void {
    			box.vy+=gravity;
    			box.y+=box.vy;
    
    			//如果物体下落到了舞台(最下)边界,则再造一个出来往下掉
    			if (box.y+box.height/2>stage.stageHeight) {
    				box.y=stage.stageHeight-box.height/2;
    				createBox();
    			} else{
    				for (var i:uint = 0; i < boxes.length; i++) {
    					//每个正在下掉的物体与其它物体做(矩形)碰撞检测
    					if (box!=boxes[i]&&box.hitTestObject(boxes[i])) {
    						box.y=boxes[i].y-boxes[i].height/2-box.height/2;
    						//堆到顶了,则停止
    						if (box.y<=box.height/2){
    							removeEventListener(Event.ENTER_FRAME,onEnterFrame);
    						}
    						else{
    							createBox();
    						}
    					}
    				}
    			}
    			
    		}
    
    		private function createBox():void {
    			box=new Box(Math.random()*40+10,Math.random()*40+10,Math.random()*0xffffff);
    			box.x=Math.random()*stage.stageWidth;
    			addChild(box);
    			boxes.push(box);
    		}
    	}
    }
    

    如果把Box换成前面例子中的Ball,就是下面这个样子:

    很明显:矩形换成球后,碰撞检测变得不精确了,有一些球似乎并没有真正撞到其它球也停下来了,这是为什么腻?

    答案就在于:Flash对象碰撞检测默认采用“对象的矩形边界”做为检测依据。上面二张图演示了这一细节:第一张图虽然肉眼看上去只有二个矩形相交了,但是在Flash看来,其实每对图形都碰到了(第二张图),所以大家应该也能明白为啥换成球后,有些球会浮在空中了。

    对象与点的碰撞检测:hitTestPoint

    package {
    	import flash.display.Sprite;
    	import flash.events.Event;
    	import flash.text.TextField;
    	
    	public class PointHitTest extends Sprite {
    		private var ball:Ball;
    		private var box:Box;
    		private var txt:TextField = new TextField();
    		
    		public function PointHitTest() {
    			init();
    		}
    		
    		private function init():void {
    			ball=new Ball;
    			addChild(ball);
    			ball.x=stage.stageWidth/2;
    			ball.y=stage.stageHeight/2;
    			
    			box = new Box(90,90);
    			addChild(box);
    			box.x = 100;
    			box.y = ball.y;
    			
    			addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
    			
    			addChild(txt);
    			txt.selectable = false;
    		}
    		
    		private function EnterFrameHandler(event:Event):void {
    			if (ball.hitTestPoint(mouseX,mouseY) || box.hitTestPoint(mouseX,mouseY)) {
    				txt.text = "碰到了!";
    			}
    			else{
    				txt.text = "";
    			}
    			txt.x = mouseX + 15;
    			txt.y = mouseY;
    		}
    	}
    }
    

    用鼠标在二个物体上划过,会看到鼠标所在点与矩形及小球的碰撞检测结果,同样这里也存在一个问题:对于小球而言,默认也是采用矩形边界检测的,所以鼠标移到小球的边角时,虽然还没碰到球,也提示"碰到了",还好Flash提供了一个可选参数,以改进检测的精确度,只要把hitTestPoint第三个可选参数设置为true即可

    if (ball.hitTestPoint(mouseX,mouseY) || box.hitTestPoint(mouseX,mouseY,true)) {

    基于距离的检测:即检测二个物体的中心点距离是否低于最小距离

    var ball_1:Ball=new Ball(70,0xff0000);
    var ball_2:Ball=new Ball(70,0x0000ff);
    
    ball_1.x=stage.stageWidth/2;
    ball_1.y=stage.stageHeight/2;
    
    ball_2.x=stage.stageWidth/2;
    ball_2.y=stage.stageHeight/2;
    
    ball_1.vx = Math.random()*20 - 20;
    ball_1.vy = Math.random()*20 - 20;
    ball_2.vx = Math.random()*20 - 20;
    ball_2.vy = Math.random()*20 - 20;
    
    addChild(ball_1);
    addChild(ball_2);
    
    addEventListener(Event.ENTER_FRAME,EnterFrameHandler);
    
    function EnterFrameHandler(e:Event):void {
    	ball_1.x+=ball_1.vx;
    	ball_1.y+=ball_1.vy;
    	ball_2.x+=ball_2.vx;
    	ball_2.y+=ball_2.vy;
    	CheckBoundary(ball_1);
    	CheckBoundary(ball_2);
    
    	var dx:Number=ball_1.x-ball_2.x;
    	var dy:Number=ball_1.y-ball_2.y;
    	var dist:Number=Math.sqrt(dx*dx+dy*dy);
    	if (dist<(ball_1.radius + ball_2.radius)) {
    
    		var angle:Number=Math.atan2(dy,dx);
    		ball_1.vx=dist*Math.cos(angle)*0.1;
    		ball_1.vy=dist*Math.sin(angle)*0.1;
    		ball_2.vx=dist*Math.cos(angle)*-0.1;
    		ball_2.vy=dist*Math.sin(angle)*-0.1;
    	}
    }
    
    function CheckBoundary(b:Ball) {
    	if (b.x>stage.stageWidth-b.width/2||b.x<=b.width/2) {
    		b.x-=b.vx;
    		b.vx*=-1;
    	}
    
    	if (b.y>stage.stageHeight-b.height/2||b.y<=b.height/2) {
    		b.y-=b.vy;
    		b.vy*=-1;
    	}
    }

    很明显,这种方法对于圆形物体是十分精确的,但对于非规则形状,只能近似检测.

    如果结合上二篇提到的弹性运动,可以做出更复杂的动画:

    package {
    	import flash.display.Sprite;
    	import flash.events.Event;
    	public class Bubbles extends Sprite {
    		private var balls:Array;
    		private var numBalls:Number=10;
    		private var centerBall:Ball;
    		private var bounce:Number=-1;
    		private var spring:Number=0.2;
    		public function Bubbles() {
    			init();
    		}
    		private function init():void {
    			balls=new Array  ;
    			centerBall=new Ball(100,0xcccccc);
    			addChild(centerBall);
    			centerBall.x=stage.stageWidth/2;
    			centerBall.y=stage.stageHeight/2;
    			for (var i:uint=0; i<numBalls; i++) {
    				var ball:Ball=new Ball(Math.random()*40+5,Math.random()*0xffffff);
    				ball.x=Math.random()*stage.stageWidth;
    				ball.y=Math.random()*stage.stageHeight;
    				ball.vx=(Math.random()*2-1)*10;
    				ball.vy=(Math.random()*2-1)*10;
    				addChild(ball);
    				balls.push(ball);
    			}
    			addEventListener(Event.ENTER_FRAME,onEnterFrame);
    		}
    		private function onEnterFrame(event:Event):void {
    			for (var i:uint=0; i<numBalls; i++) {
    				var ball:Ball=balls[i];
    				move(ball);
    				var dx:Number=ball.x-centerBall.x;
    				var dy:Number=ball.y-centerBall.y;
    				var dist:Number=Math.sqrt(dx*dx+dy*dy);
    				var minDist:Number=ball.radius+centerBall.radius;
    				if (dist<minDist) {
    					var angle:Number=Math.atan2(dy,dx);
    					var tx:Number=centerBall.x+Math.cos(angle)*minDist;//弹性运动的目标点x坐标
    					var ty:Number=centerBall.y+Math.sin(angle)*minDist;//弹性运动的目标点y坐标
    					ball.vx+=(tx-ball.x)*spring;
    					ball.vy+=(ty-ball.y)*spring;
    				}
    			}
    		}
    		private function move(ball:Ball):void {
    			ball.x+=ball.vx;
    			ball.y+=ball.vy;
    			if (ball.x+ball.radius>stage.stageWidth) {
    				ball.x=stage.stageWidth-ball.radius;
    				ball.vx*=bounce;
    			} else if (ball.x-ball.radius<0) {
    				ball.x=ball.radius;
    				ball.vx*=bounce;
    			}
    			if (ball.y+ball.radius>stage.stageHeight) {
    				ball.y=stage.stageHeight-ball.radius;
    				ball.vy*=bounce;
    			} else if (ball.y-ball.radius<0) {
    				ball.y=ball.radius;
    				ball.vy*=bounce;
    			}
    		}
    	}
    }
    

    原理图:

    多物体基于距离的碰撞检测:

    package {
    	import flash.display.Sprite;
    	import flash.events.Event;
    	public class Bubbles2 extends Sprite {
    		private var balls:Array;
    		private var numBalls:Number=20;
    		private var bounce:Number=-0.9;
    		private var spring:Number=0.2;
    		private var gravity:Number=1;
    		public function Bubbles2() {
    			init();
    		}
    		private function init():void {
    			balls = new Array();
    			for (var i:uint = 0; i < numBalls; i++) {
    				var ball:Ball=new Ball(Math.random()*30+20,Math.random()*0xffffff);
    				ball.x=Math.random()*stage.stageWidth;
    				ball.y=Math.random()*stage.stageHeight;
    				ball.vx=Math.random()*6-3;
    				ball.vy=Math.random()*6-3;
    				addChild(ball);
    				balls.push(ball);
    			}
    			addEventListener(Event.ENTER_FRAME, onEnterFrame);
    		}
    		private function onEnterFrame(event:Event):void {
    			for (var i:uint = 0; i < numBalls - 1; i++) {
    				var ball0:Ball=balls[i];
    				for (var j:uint = i + 1; j < numBalls; j++) {
    					var ball1:Ball=balls[j];					
    					var dx:Number=ball1.x-ball0.x;
    					var dy:Number=ball1.y-ball0.y;
    					var dist:Number=Math.sqrt(dx*dx+dy*dy);
    					var minDist:Number=ball0.radius+ball1.radius;
    					if (dist<minDist) {
    						/*
    						var angle:Number=Math.atan2(dy,dx);
    						var tx:Number=ball0.x+Math.cos(angle)*minDist;
    						var ty:Number=ball0.y+Math.sin(angle)*minDist;
    						*/						
    						var tx:Number=ball0.x + (dx/dist)*minDist;
    						var ty:Number=ball0.y + (dy/dist)*minDist;
    						var ax:Number = (tx - ball1.x) * spring;
    						var ay:Number = (ty - ball1.y) * spring;
    						ball0.vx-=ax;
    						ball0.vy-=ay;
    						ball1.vx+=ax;
    						ball1.vy+=ay;
    					}
    				}
    			}
    			for (i = 0; i < numBalls; i++) {
    				var ball:Ball=balls[i];
    				move(ball);
    			}
    		}
    		private function move(ball:Ball):void {
    			ball.vy+=gravity;
    			ball.x+=ball.vx;
    			ball.y+=ball.vy;
    			if (ball.x+ball.radius>stage.stageWidth) {
    				ball.x=stage.stageWidth-ball.radius;
    				ball.vx*=bounce;
    			} else if (ball.x - ball.radius < 0) {
    				ball.x=ball.radius;
    				ball.vx*=bounce;
    			}
    			if (ball.y+ball.radius>stage.stageHeight) {
    				ball.y=stage.stageHeight-ball.radius;
    				ball.vy*=bounce;
    			} else if (ball.y - ball.radius < 0) {
    				ball.y=ball.radius;
    				ball.vy*=bounce;
    			}
    		}
    	}
    }
    

    作者:菩提树下的杨过
    出处:http://yjmyzz.cnblogs.com
    本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利。
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  • 原文地址:https://www.cnblogs.com/yjmyzz/p/1715228.html
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